Show me full code.
Thank you so much for helping. I greatly appreciate it. Iâm obviously a novice but Iâm learning quickly. Itâs giving errors on the reference map but itâs setup the same as yours in the preparation section.
Break red connections, and reconnect them back
When I try to break and reconnect the errored nodes pins it doesnât let me reconnect them. Like the Max Amount pin wonât let me reconnect it from the Find Map node, it just stays broken and this is the error:
That worked perfectly. Thank you so much for your incredible help. Thank you for helping me, I am obviously a novice and greatly appreciate the assistance.
Hello,
Can you help me understand why this happens when I copy the code from the tutorial? It happens every time I copy and paste from the code editor in the tutorial. Iâve been able to fix these issues mostly but this one just wonât update correctly. It says the RefSlot doesnât have a structure but itâs the Inventory Slot Structure.
Best practice, when you learn something, is to do it by hand, to be more familiar with the engine. Just copy-pasting someone else code wonât get you far.
As for your problem. The problem might be that you missed steps. And didnât check âExpose on Spawnâ on variables.
You only mention Expose on spawn after the drag and drop steps so I didnât miss anything unless something wasnât added or youâre presuming that itâs already been done without instruction. Iâve made all variables exposed on spawn and your coding keeps giving errors that the RefSlot doesnât have the Name, Type and Amount, which isnât accurate.
Iâm trying to learn but the problem is all the teachers assume everyone is an expert, but if they were, they wouldnât need tutorials.
Like this, what is this scrip? Youâve made 0 mention of UMG at all?
The tutorial you going through is the complex one.
I will split this tutorial in 2 different guides: super Simple System and a bit more Complex System
Part 2: Inventory System | Community tutorial
Go through 1st part, this one. Then, and only then, go through 2nd part. Donât jump over.
Iâve gone over the tutorial. I did forget to add a comment on Open Eye thing. My apologies. Updated.
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Hey there, thanks for writing all this out. Was a very neat way to make an inventory different from another example Iâd seen. This way (the complex version) was very clean. I wanted to get your thoughts on how youâd add on a durability factor to items? I wasnât sure whether it would be best to put a durability variable into the InventorySlotStructure or ItemSlotStructure.
InventorySlotStructure, amount for an example.
ItemSlotStructure is used as âmaskâ, to hold defaults.
I keep geting âVariable Original Index is Read-Only within this context and cannot be set to a new Value.â
Any advice on how to fix that?
Can we see where are you getting this error?
So sorry to be a bother, but iâm having a strange issue - infrequently, Iâm unable to drop items. After a smattering of print strings, it seems on drop, it sometimes removes the index from inventory array, and sometimes doesnât. Closing and re-opening the inventory sometimes fixes it. Iâve included the logic, and a GIF of the issue occurring, sorry again but I canât figure it out ![]()
(UE 5.6)

Hm
Right now, I can see that on drop you have a variable âas game instanceâ, but on rebuild you cast to game mode.
How do you set âas game instanceâ?
But still, it does not explain why remove index does nothingâŚ
I was having troubles getting Game Instance to work, however Game mode seemed to, so I went with that instead
The wild part is, sometimes it definitely removes the index, and then sometimes just doesnât. No idea why it would be selective :o
Try creating a custom event inside gamemode to remove index and replace remove index inside the widget with a call to this event
I canât seem to find Set Array, only getting Set Array Elem which doesnât have the nodes I need, has this been removed in 5.7?









